Egefalos wrote:I am in search of a new Rule Set that can be implemented in HQ and make the game more interesting. I would like a ruleset that affects the following aspects of the game:
1. Mind points which in turn affect spell damage, spell defending checks and visa versa.
2. More realistic Health Points for monsters
3. A character progression system with character skills that can be learned as you move on, dice getting stronger.
4. Replace dice movement with something more realistic.
5. More spell variety for every caster in the game.
6. A penalty suggestion when heroes are slacking after killing all visible monsters.
I shared my own rule set previously but responding on a point-by-point basis...
1. MindFor the Mind question I found that the way Mind points work in the original, a mirror to Body points, doesn't really work when you try to actually use it in the game (which probably wasn't spotted back when the original game came out as Mind points weren't really used), for various reasons, so instead when I introduced a common dice pool mechanism for all tests*, I switched from Mind points to Mind being an "attribute" like Attack that determines the number of combat dice that a character rolls to perform a Mind test (or to perform, or to defend against, Mind Attacks) and it then becomes quite easy to think of ways to use this in the game by converting certain spells to use Mind combat like Sleep, Mind Lock, Dominate, Mind Blast and other to use the Mind value like Healing Spells restoring up to the Mind value of the caster, or summoning a number of Skeletons equal to the Mind value of the caster and so on.
*Quick explanation of the Common Dice Pool mechanism.
The "attribute" linked to the test tells you the number of combat dice to roll and you generally need 2 or more skulls to succeed.
+ Move test uses the Move value (for monsters this is 1/2 the move value on their card, for heroes

= 5,

= 4,

&

= 3) and is used for jumping, escaping pinning and similar
+ Strength test uses the Strength value (Starting Body points minus 3) and is used for forcing open jammed/locked doors, opening tombs, lifting portcullises and similar
+ Attack test uses the Attack value and is used for attacking
+ Defend test uses the Defend value and is used for defending
+ Mind test uses the Mind value and is used for Mind attacks and defence mainly
For example: To jump a pit, the Dwarf player would need to take a Move test, rolling three combat dice (as the Dwarf has a Move attribute of three) and would need to score 2 or more skulls to succeed and jump the pit.
counts as one skull so the attempt would fail.
counts as two skulls and the special skull can be rolled again once, scoring another
so the total skulls would be 3 so the attempt is successful.2. Monster Body pointsNot sure if this is "realistic" but we use
We did try using more monster BP, eg Orcs with 2BP and Mummies, Fimir, Chaos Warriors etc with 3 and gargoyles with 4BP but the extra admin of managing the counters was a pain so instead we dropped them back down and instead tweak the meaning of the dice faces for both heroes and monsters like this:

as "shields" for all defensive rolls to cancel out a skull

as "skulls"

as a "special skull" that counts as a "skull" but can be rolled again, once, counting as a normal "skull" if rolled again.
This really hits the spot!
3. Character Progression SystemWe added a load more single use equipment that can be bought like Elixir of Life (1000gc), Potions, Magic Arrows/Bolts, Fire Flask and so on to extend the existing progression system so you can keep boosting your heroes through spending gold on equipment into the expansions.
4. Replace Dice MovementI'm a big fan of HeroQuest's concept of an Adventure Board Game rather than an RPG so I like and have kept the board game aspects like roll to move and the simple built in "initiative mechanism" that you get with variable movement for heroes but fixed for monsters.
That said we do have a Rapid Move rule
Rapid Move allows a character to sacrifice their action on a turn if they want and use that to move a number of additional squares up to their Move value
5. Spell VarietyThe UK edition including expansions comes with almost 50 spells which feels enough to me.
6. Snake Eyes If you roll

on your movement roll then the evil wizard player may immediately place a Wandering Monster on the board
Which provides a gentle prod to stop heroes dawdling (and causes a problem for the Wizard if he keeps hanging back!)